Search results for "Putin"

showing 10 items of 25297 documents

Insights into Finnish first-year pre-service teachers’ twenty-first century skills

2016

This study focuses on Finnish pre-service teachers’ perceptions of their twenty-first century skills, especially their learning strategies, collaboration and teamwork, as well as knowledge and attitudes related to ICT in education. The target group consist of 263 first-year pre-service teachers from three universities. The results outline how pre-service teachers perceive their twenty-first century skills, the relationships between different areas of these skills, and the differences among pre-service teachers in terms of perceived skills. The results indicate that the pre-service teachers perceive themselves as skilled learners in terms of learning strategies used as well as collaboration …

oppiminenTeaching methodmedia_common.quotation_subject050109 social psychologyLibrary and Information SciencesEducationSkills managementComputingMilieux_COMPUTERSANDEDUCATIONTechnology integrationMathematics education0501 psychology and cognitive scienceslearning skillspre-service teachersmedia_commonSelf-efficacyICT in educationTeamworkbusiness.industrytwenty-first century skills05 social sciencestaidotEducational technology050301 educationInformation technologyopettajatcollaborationkoulutusInformation and Communications TechnologybusinessPsychology0503 educationEducation and Information Technologies
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Early science learning with a virtual tutor through multimedia explanations and feedback on spoken questions

2018

The purpose of this pilot study with a within-subject design was to gain a deeper understanding about the promise and restrictions of a virtual tutoring system designed to teach science to first grade students in Finland. Participants were 61 students who received six tutoring science sessions of approximately 20 min each. Sessions consisted of a sequence of narrated multimedia science presentations during which a virtual tutor explained science phenomena displayed in pictures. Narrated science explanations were followed by one or more multiple choice questions with immediate feedback about students’ choices and a possible second attempt, during which students reached 97% accuracy. A pretes…

oppiminenTeaching methodmedia_common.quotation_subjectContext (language use)computer.software_genrespoken questionsEducationConcept learningComputingMilieux_COMPUTERSANDEDUCATION0501 psychology and cognitive sciencesQuality (business)TUTORvirtual tutorscomputer.programming_languageMultiple choicemedia_commonmultimediaMultimediapalaute05 social sciencesEducational technology050301 educationtiedeTransfer of trainingPsychology0503 educationcomputer050104 developmental & child psychologyEducational Technology Research and Development
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Kids Inspire Kids for STEAM

2017

Abstract The goal of the Kids Inspiring Kids in STEAM (KIKS) project was to raise students' awareness towards the multi- and transdisciplinary connections between the STEAM subjects (Science, Technology, Engineering, Arts & Mathematics), and make the learning about topics and phenomena from these fields more enjoyable. In order to achieve these goals, KIKS project has popularized the STEAM-concept by projects based on the students inspiring other students-approach and by utilizing new technologies, tools, open educational resources, and everyday items and materials. Through the students-inspiring-other-students-approach, we have aimed to get participating students developing STEAM activitie…

oppiminenengineeringartshöyrytekniikkachildrenmotivationPedagogyComputingMilieux_COMPUTERSANDEDUCATIONta516awarenessSociologyErasmus+lapsetsciencemotivaatioSTEAMmonitieteisyyslearningmatematiikkamathematicsta111ta6132tiedesitoutumineninsinööritaitoWork (electrical)technologyteknologiataiteetpoikkitieteisyysengagementSTEAM Journal
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Understanding the Study Experiences of Students in Low Agency Profile: Towards a Smart Education Approach

2020

In this paper, we use student agency analytics to examine how university students who assessed to have low agency resources describe their study experiences. Students ( n=292 ) completed the Agency of University Students (AUS) questionnaire. Furthermore, they reported what kinds of restrictions they experienced during the university course they attended. Four different agency profiles were identified using robust clustering. We then conducted a thematic analysis of the open-ended answers of students who assessed to have low agency resources. Issues relating to competence beliefs, self-efficacy, student-teacher relations, time as a resource, student well-being, and course contents seemed to …

oppiminenhyvinvointiLearning analyticsatudent agency analyticsthematic analysisomatoimisuusResource (project management)Agency (sociology)ComputingMilieux_COMPUTERSANDEDUCATIONCluster analysisopettaja-oppilassuhdeCompetence (human resources)learning analyticsMedical educationopiskelijatbusiness.industrytoimijuussuoriutuminenknowledge graphKnowledge graphAnalyticsanalyysiThematic analysisrobust clusteringPsychologybusiness
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What Doesn’t Work for the Lowest Level Literacy Learners and Why?

2013

Traditional approaches for teaching reading to Low Educated Second Language and Literacy Acquisition (LESLLA) adults are problematic because foundational learning and cognitive areas are generally underdeveloped in these students. Three methods for reading instruction (phonics, sight words and whole language) are explored in light of the LESLLA learner. Task analyses are undertaken for each method, and gaps present in LESLLA learners are revealed. The task analysis method is advocated for lesson planning, and a recommendation is made for teachers to consider what is being expected of students when activities are presented. Educators must be reminded that LESLLA learners are likely to be pre…

oppiminenkoulutustasoComputingMilieux_COMPUTERSANDEDUCATIONkieletLESLIAlow-educated peoplelevel of educationlanguage learning
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Serious games as catalyst for intercultural literacy development? : a case study of Immigropoly

2017

This thesis inquires into whether a specific online game could be used as a catalyst for intercultural literacy development. The case study focused on Immigropoly, a game aimed at introducing the hardships of immigrants to society at large in Europe by putting players in control of a fictional immigrant character and tasking them with getting that character safely to Europe. The interest towards this topic is two-fold. First, it deals with immigration, a hot topic with tremendous societal impact, and how to better cope with similar intercultural phenomena. Secondly, the usage of computers and computer games as a medium to convey information is something that is quite often discussed, and to…

oppiminenmaahanmuuttoComputingMilieux_PERSONALCOMPUTINGTapaustutkimusImmigropolymaahanmuuttajattietokonepelitoppimispelitkulttuurienvälisyys
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Investigating former pupils’ experiences and perceptions of CLIL in Finland: a retrospective analysis

2019

The educational approach known as Content and Language Integrated Learning (CLIL), in which content is taught partly through a foreign language, has gained great popularity in Europe in the past few decades. In Finland, CLIL has been in use since 1991 and, despite some fluctuations in its popularity, has gained a relatively stable place in the Finnish education system. CLIL has been extensively studied, but previous CLIL research has mostly focused on pupils currently enrolled in CLIL. This study takes a novel perspective by investigating CLIL retrospectively, through the eyes of former pupils. The data used are in-depth interviews with 24 former pupils who attended a CLIL class in Finland …

oppiminenmedia_common.quotation_subjectTeaching methodForeign languageEducationperceptionsPerceptionComputingMilieux_COMPUTERSANDEDUCATIONRetrospective analysisMathematics educationkielet0501 psychology and cognitive scienceskielenoppiminenContent (Freudian dream analysis)media_commonCLIL05 social sciencesforeign language learning050301 educationemic perspectivePopularityContent and language integrated learningvieraskielinen opetusEmic and eticlcsh:Lcontent learningPsychology0503 educationlcsh:Education050104 developmental & child psychologyNordic Journal of Studies in Educational Policy
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Individual Creativity and Career Choices of Pre-teens in the Context of a Math-Art Learning Event

2021

A sample of 392 students (aged 12-13 years, M± SD: 12. 52% girls) completed a learning module integrating informal hands-on mathematics and arts activity (extending STEM to STEAM). Within a 140 minute workshop period participants worked with commercially available ‘4Dframe’ Math and STEAM learning toolkits to design and create original, personal and individual geometrical structures. Two science pedagogues acted as tutors supervising the process and intervened only when needed. A pre-/post-test design monitored individual creativity, relative autonomy, and career choice preference. Path analysis elaborated the role of creativity (measured with two subscales: act and flow), and it showed tha…

oppiminenmedia_common.quotation_subjecteducationExperiential education050109 social psychologyContext (language use)learning activitytaideLearning effectEducationammatinvalintamotivationlearning to learnluovuusDevelopmental and Educational PsychologyLearning theoryMathematics education111 Mathematics0501 psychology and cognitive sciencesmedia_commoninquiry-basedartSTEAMinformal learningLearning materialshands-onmatematiikkaEvent (computing)4. Education05 social sciences050301 educationInformal learningCreativityLhumanitiescareer choicelearning theoryInquiry-based learning516 Educational sciencesmath learninghands-on learning0503 educationSocial Sciences (miscellaneous)Inquiry-based learninglearning effect
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Meaningful learning in teacher education

2018

This study explores meaningful learning in the context of teacher education. The study showed the importance of course design in generating meaningful learning. Opportunities to gain strong experience are crucial to meaningful learning. Meaningful learning provides space for both positive and uncomfortable emotions. peerReviewed

oppiminenmielekkyysmeaningful learningemotionsteacher trainingEducationMeaningful learningtunteetMathematics educationComputingMilieux_COMPUTERSANDEDUCATION0501 psychology and cognitive sciencesta516opettajankoulutusmerkityksellisyyslearningteachers05 social sciences050301 educationopettajatTeacher educationmeaningfulnessammatillinen kehitysPsychology0503 education050104 developmental & child psychologyprofessional development
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In order to enable meaningful playing : how to support player's learning through digital game narrative design

2017

The main research problem of this constructive study is, how player’s learning during game playing can be supported through game narrative design. When the solutions are searched within narrative theories, modern game theories, and learning game design research, the problem turns conceptually challenging. Basically, the challenge stems from the ambiguous concept of narrative and the diversity of narrative theories. The academic conversation on learning game design has drawn approaches from various narrative theories and traditions of screenwriting and creative writing. Hence, the conversation results fragmental. Firstly, I consider what kind of narrative definition and conception should be …

oppiminennarrative theorydigital gamepelisuunnitteluComputingMilieux_PERSONALCOMPUTINGdigital narrativeoppimispelitpelillistäminenkonstruktivisminarratiivisuustukeminentarinatlearning game designdigitaaliset pelitoppimistavoitteet
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